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*Pathfinder & Starfinder
PrC: Black Healer (needs balancing)
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<blockquote data-quote="Technik4" data-source="post: 616740" data-attributes="member: 7211"><p>Your example included heavy armor, but that is not given by your prc. It is a difficult prc to get into unless Heal is on your class list (not barbarian, bard, fighter, monk, rogue, sorceror, or wizard), and seems really weird for a paladin. That leaves clerics, druids, and rangers none of whom would get their spells. You definitely arent adequately compensating for spell loss</p><p></p><p>Lay on Hands for paladin is determined by Paladin Levels x Cha bonus. I would suggest you tie it to skill ranks (not bonus) as someone who acquires a Torc of Might Physiology +20 would be rather broken <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /> The other option is to tie it to Black Healer levels (which weakens it substantially). I also have an alternate suggestion.</p><p></p><p>If you change it to Will Save I would again advise making it base will save. This prevents someone with a cloak of resistance or someone who took Iron Will from getting admittance.</p><p></p><p>The black healer is arguably "difficult" to kill. He has no buffs (except potions, which dont last as long as spells (usually) and require xp), he gets no access to additional feats (which may increase his AC), no natural armor, and as written no Damage Reduction. He does have fast healing (at 5th).</p><p></p><p>So basically 4 levels of Paladin and 4 levels of Black Healer are nearly equal to kill, which rates right about (maybe a little below)where clerics are (due to pre-cast buffs and spells cast during combat). If you base the Lay on Hands off paladins, it is even weaker as at 4th level you can heal 4xCha bonus. For a 10th level character (6something/4black healer), healing (or dishing out) an extra 8-12 points of damage a day is nothing. A 10th level cleric can cast 5th level spells.</p><p></p><p>You give many interesting abilities, but in general they are trumped by spells or a wild shape use. Herbal Poultice becomes a weak Cure Moderate Wounds (at 8th prc, or roughly 14th level which is 7th level spells - resurrection).</p><p></p><p>This is how I break down every ability:</p><p></p><p>Class Skills: A decent list, as someone else suggested some of the physical skills dont seem out of place. 4+int is a good skill bonus for this class.</p><p></p><p>No special armor/weapons.</p><p></p><p>Weak (or overpowered) Lay/Smack on Hands. This is a good ability, maybe if at higher levels they got an additional use or two?</p><p></p><p>Herbal Poultice is weak. This ability has a lot of flavor, but as I read it, seems too weak, 1d4 hp may not even revive a dying character (though it will stop the bleeding). and at its max its still only 2d8+10, which is a second level cleric spell cast at 10th level, but it must be prepared once each time for each party member.</p><p></p><p>Herbal Remedies reduces the time characters spend in an inn. ...Its a nice ability and all, but it doesnt add up to too much imo.</p><p></p><p>Brew Herbal Remedies is a good ability. Its more powerful than Brew Potion, in that you can make 3/day and the price is low. However, it is purely defensive, I dont know how you would get a monster to drink some tea so they may be held, and slay living and poison just seem outright underhanded and devious. Poison the soup of your enemy? The buffs and healing spells are good, but will inherently put a drain on the black healer's resources. 1250 a pop for one of the best potions is still one of many free slots a cleric or druid has...and the levels are equal at best.</p><p></p><p>Know (Plant Lore) designed for this class could be Profession (herbalist) or Know (Nature) imo. Its good flavor, but it doesnt add much. </p><p></p><p>Swamp Adaptation is decent. It is the core of the class, and adds some worthwhile benefits, but nothing that will turn the tide for the party, save the day when things look bleak (except maybe save the black healers bacon), or otherwise really change outcomes. These are just some nice racial equivelent abilities, in 3 years of 3ed Ive made 1 swim check. YMMV.</p><p></p><p>Immunity to Natural Toxins is a little better than what the druid gets at 9th level. Still doesnt make up for 5th level spells, an animal companion, or wild shape abilities.</p><p></p><p>Immune Disease is nice, but any character with a high heal score probably wont be stricken with disease anyway. Also a 5th level monk ability...throw in immunity to magical diseases and its an ability, otherwise its just something to write on your char sheet.</p><p></p><p>Longevity isnt as good as the monk or druid versions (druid 15, monk 17). Black Healer gets it at 9th, or roughly the same as the druid.</p><p></p><p>Which leaves Fast Healing 1/2, which is quite a powerful abiltiy. It makes being ble to administer a Heal Check for Herbal Remedies moot, allows the character to go into damn near every encounter fresh, and generally negates things like bleeding. </p><p></p><p>So, no good criticism comes without suggestion. You seem to really like fast healing, I think its an awesome ability, so why not make something like this:</p><p></p><p>Black Touch - You can confer Fast Healing 1 to any willing subject (or yourself) as a standard action. This ability lasts 1 min per Black Healer level and is usable 1/day at 2nd, 2/day at 6th, and 3/day at 10th level.</p><p></p><p>Herbal Poutice - You may make a poutlice which confers Fast Healing 1 to a subject for 1 minute. Each time you make a poultice it must be made with a certain race and gender in mind, but it lasts 1 day/Black Healer level. Preparing a poultice takes 10 min and requires 1 use of Black Touch.</p><p></p><p>[This effectively combines what you were going for with lay on hands, makes up for a lack of healing spells to some extent, and improves the rather weak (imo) poultice ability. At 10th level, given enough time you can heal someone for 100 hp with a touch (or as much as 300 with 3 touches). A 10th level black healer can take a day off and prepare 3 poultices which would bring anyone from the brink of death to consciousness, which is what I think you were going for with the poultice ability.]</p><p></p><p>Swamp Adaptation is good. I would also give +1 Natural Armor at 1st and every 3 levels afterwards. (Druid can cast barkskin which gives a +4 AC bonus at level 6).</p><p></p><p>I would replace the 5th and 10th level abilities with Damage Reduction 1/- and Damage Reduction 2/-. (Barb gets Damage Reducton 1/- at 11th level)</p><p></p><p>Immunity to Natural Toxins is fine but Immunity to Disease should include Magical Diseases.</p><p></p><p>Longevity should allow bonuses to accrue, but negate any aging penalties, otherwise as written. </p><p></p><p>For prereqs: Heal 8 ranks, Wil Lore 5 ranks, Base Will Save +3 (and completing the background requirements).</p><p></p><p>If this comes off as harsh then please excuse it (not intentional). I am your peer and I am trying to help you make the best class based on your idea. Also, there is a world of difference between NOONE taking a prc and EVERYONE jumping at it. </p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 616740, member: 7211"] Your example included heavy armor, but that is not given by your prc. It is a difficult prc to get into unless Heal is on your class list (not barbarian, bard, fighter, monk, rogue, sorceror, or wizard), and seems really weird for a paladin. That leaves clerics, druids, and rangers none of whom would get their spells. You definitely arent adequately compensating for spell loss Lay on Hands for paladin is determined by Paladin Levels x Cha bonus. I would suggest you tie it to skill ranks (not bonus) as someone who acquires a Torc of Might Physiology +20 would be rather broken :P The other option is to tie it to Black Healer levels (which weakens it substantially). I also have an alternate suggestion. If you change it to Will Save I would again advise making it base will save. This prevents someone with a cloak of resistance or someone who took Iron Will from getting admittance. The black healer is arguably "difficult" to kill. He has no buffs (except potions, which dont last as long as spells (usually) and require xp), he gets no access to additional feats (which may increase his AC), no natural armor, and as written no Damage Reduction. He does have fast healing (at 5th). So basically 4 levels of Paladin and 4 levels of Black Healer are nearly equal to kill, which rates right about (maybe a little below)where clerics are (due to pre-cast buffs and spells cast during combat). If you base the Lay on Hands off paladins, it is even weaker as at 4th level you can heal 4xCha bonus. For a 10th level character (6something/4black healer), healing (or dishing out) an extra 8-12 points of damage a day is nothing. A 10th level cleric can cast 5th level spells. You give many interesting abilities, but in general they are trumped by spells or a wild shape use. Herbal Poultice becomes a weak Cure Moderate Wounds (at 8th prc, or roughly 14th level which is 7th level spells - resurrection). This is how I break down every ability: Class Skills: A decent list, as someone else suggested some of the physical skills dont seem out of place. 4+int is a good skill bonus for this class. No special armor/weapons. Weak (or overpowered) Lay/Smack on Hands. This is a good ability, maybe if at higher levels they got an additional use or two? Herbal Poultice is weak. This ability has a lot of flavor, but as I read it, seems too weak, 1d4 hp may not even revive a dying character (though it will stop the bleeding). and at its max its still only 2d8+10, which is a second level cleric spell cast at 10th level, but it must be prepared once each time for each party member. Herbal Remedies reduces the time characters spend in an inn. ...Its a nice ability and all, but it doesnt add up to too much imo. Brew Herbal Remedies is a good ability. Its more powerful than Brew Potion, in that you can make 3/day and the price is low. However, it is purely defensive, I dont know how you would get a monster to drink some tea so they may be held, and slay living and poison just seem outright underhanded and devious. Poison the soup of your enemy? The buffs and healing spells are good, but will inherently put a drain on the black healer's resources. 1250 a pop for one of the best potions is still one of many free slots a cleric or druid has...and the levels are equal at best. Know (Plant Lore) designed for this class could be Profession (herbalist) or Know (Nature) imo. Its good flavor, but it doesnt add much. Swamp Adaptation is decent. It is the core of the class, and adds some worthwhile benefits, but nothing that will turn the tide for the party, save the day when things look bleak (except maybe save the black healers bacon), or otherwise really change outcomes. These are just some nice racial equivelent abilities, in 3 years of 3ed Ive made 1 swim check. YMMV. Immunity to Natural Toxins is a little better than what the druid gets at 9th level. Still doesnt make up for 5th level spells, an animal companion, or wild shape abilities. Immune Disease is nice, but any character with a high heal score probably wont be stricken with disease anyway. Also a 5th level monk ability...throw in immunity to magical diseases and its an ability, otherwise its just something to write on your char sheet. Longevity isnt as good as the monk or druid versions (druid 15, monk 17). Black Healer gets it at 9th, or roughly the same as the druid. Which leaves Fast Healing 1/2, which is quite a powerful abiltiy. It makes being ble to administer a Heal Check for Herbal Remedies moot, allows the character to go into damn near every encounter fresh, and generally negates things like bleeding. So, no good criticism comes without suggestion. You seem to really like fast healing, I think its an awesome ability, so why not make something like this: Black Touch - You can confer Fast Healing 1 to any willing subject (or yourself) as a standard action. This ability lasts 1 min per Black Healer level and is usable 1/day at 2nd, 2/day at 6th, and 3/day at 10th level. Herbal Poutice - You may make a poutlice which confers Fast Healing 1 to a subject for 1 minute. Each time you make a poultice it must be made with a certain race and gender in mind, but it lasts 1 day/Black Healer level. Preparing a poultice takes 10 min and requires 1 use of Black Touch. [This effectively combines what you were going for with lay on hands, makes up for a lack of healing spells to some extent, and improves the rather weak (imo) poultice ability. At 10th level, given enough time you can heal someone for 100 hp with a touch (or as much as 300 with 3 touches). A 10th level black healer can take a day off and prepare 3 poultices which would bring anyone from the brink of death to consciousness, which is what I think you were going for with the poultice ability.] Swamp Adaptation is good. I would also give +1 Natural Armor at 1st and every 3 levels afterwards. (Druid can cast barkskin which gives a +4 AC bonus at level 6). I would replace the 5th and 10th level abilities with Damage Reduction 1/- and Damage Reduction 2/-. (Barb gets Damage Reducton 1/- at 11th level) Immunity to Natural Toxins is fine but Immunity to Disease should include Magical Diseases. Longevity should allow bonuses to accrue, but negate any aging penalties, otherwise as written. For prereqs: Heal 8 ranks, Wil Lore 5 ranks, Base Will Save +3 (and completing the background requirements). If this comes off as harsh then please excuse it (not intentional). I am your peer and I am trying to help you make the best class based on your idea. Also, there is a world of difference between NOONE taking a prc and EVERYONE jumping at it. Technik [/QUOTE]
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